Bugged query prevents Exile from deleting some constructions marked as deleted (probably the ones without territory assigned), because it unmarks deleted_at field in constructions/containers table due to logic error (I'm using ext3 version of ini):
Update your "markDeleteUnpaidTerritories" query to:
; Marks territories (and all containers/constructions) that were not paid within ? days as deleted
[markDeleteUnpaidTerritories]
SQL1_1 = UPDATE territory SET deleted_at = NOW() WHERE last_paid_at < DATE_SUB(NOW(), INTERVAL ?) AND deleted_at IS NULL
SQL2_1 = UPDATE construction SET deleted_at = NOW() WHERE EXISTS (select deleted_at from territory where territory.id=construction.territory_id and territory.deleted_at IS NOT NULL)
SQL3_1 = UPDATE container SET deleted_at = NOW() WHERE EXISTS (select deleted_at from territory where territory.id=container.territory_id and territory.deleted_at IS NOT NULL)
SQL1_INPUTS = 1

Is there a way to allow for example RPG and non-exile explosives to damage building objects? I have tried "_object allowDamage true;" but it doesn't work.
Once there was a bug which did, what I'm asking for, but no idea how.

I'm having problems: when someone has attached vehicle to chopper using sling load feature, after while, because of some desync, the rope breaks and vehicle is dettached.
Is there any way to fix it? What settings are directly related to sync of carried vehicles? Is there maybe some script which will prevent it, or will change behavior so its 'attached', instead of using ropes?

Description: This server is aimed to provide realistic style of gameplay, with RPG additions to it. We focus on both infantry and vehicle based combat + balanced economy.
Thanks to server economy, we will be able to provide situation, where you will be able to engage in PVP activities – conquer enemy base, fight for resources/missions etc.
To increase default Exile realism, server will use 3rd party scripts, and self developed modifications. For example, I have currently implemented realistic ‘fall down’ behavior after unit is hit with bullet.
Server background: I’ve started to develop this server, after over 1600 played hours in ArmA3 because I was disappointed that, it’s hard to find good server which is focused on being realistic and provide RPG and PVP style gameplay. I think I have enough skills knowledge on how to make good server. In real life I’m software developer, and I was administrating other game servers like World of Warcraft, Battlefield2 and CS1.6. Also, I have some basic military knowledge since I was in military unit. Recently I have learned about ArmA3 modding and scripting, like SQF language etc. Thanks to that, now I’m able to develop my own missions, fix bugs etc.
Server features:
Missions: Dynamic (DMS) and Capture Points (ZCP) Missions + many custom by server devs, unique for this server!
PVP
Active development and admins
Tow vehicles
Load crates on vehicles
Sell crates at traders
Status Bar
Revive using defibrillator (available in shop)
Rearming and refueling at fuel stations
In game PVP Ranking
Military vehicles, with balanced prices adjusted to real world price (in proportions) and rearming cost
Lots of weapons and vehicles
Improved AI – they flank, suppress etc.
Realistic AI fall down after being hit
Extended Base building
Roaming AI (more players online = less ai)
Revive time is set to full brain death time (after heart failure)
HighEnd sniper rifles aren’t available in shops
HighEnd sniper rifles only available from missions/npcs/military
Launchers and rockets available from spec ops shop (both AT, AA, semi-high cost, as in real world)
No virtual garage
Flag stealing enabled
Faster charges planting
In game notifications by E-Mail
Game Panel for players
Balance
Building height limit
Base respawn
Pay due notifications
Kill messages
XM8 apps
View distance settings
Adjustable terrain grids, also without grass
Faster nights
Server restart every 3 hours, with notification
Many fixed bugs, we fix bugs very fast
Anti-theft safe zone
infiStar antihack
Stable - up for more than half of year

I have problem - the old vehicles aren't deleted after X days of not being used, because the 'last_updated_at' field in database is refreshed every day.
I think it's caused by infiSTAR script which is causing all vehicles to be updated on server shutdown, and in database there is constraint set on `vehicle` table, to update `last_updated_at` field on every UPDATE operation.
The function named "_fnc_shutdown_server" is calling this code:
{ _x call ExileServer_object_vehicle_database_update; } forEach vehicles;

About Exile Arma 3 Mod

It is the year 2039. After the resource depleting conflict in Greece, Europe suffers from a new deflation crisis, leading the crime rate to a new peak in history. Members of the North Atlantic Treaty Organization Security Council are forced to react. Being a desperate alternative to overcrowded and prohibitive prisons, offenders are now being sent to EXILE.